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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356128 is a reply to message #341931] Sat, 08 December 2018 13:02 Go to previous messageGo to next message
timujin

 
Messages:5
Registered:December 2018
Location: Here
Hey, I'm not sure where to report this bug but I'm playing the latest SCI i think (version 8633) with AFS and i have a bug in Drassen mine with bullets that seem to be map related rather then AFS related.

I got my IMP spy there to get some intel, found a general inside the head miners office, went into the mine first to get some silver and some equipment and then got the spy out and attacked with the rest of my mercs to kill the general quickly. The problem is that bullets seem to disappear into thin air as if they were hitting something, it happens both for the enemy and for my mercs. This happened only in this map for now. I posted a save with an IMP and a suppressed pistol crouching behind a red shirt at a distance of 3 tiles, this seems to always be posing a problem with the bullets always disappearing mid air. In the save, you just have to aim for the head and shoot, the bullets will hit an invisible wall. I have no idea why, but the whole map has this problem where enemy bullets and mine sometimes hit the air at any distance.

I can't actually post a save because of "File Attachment is too big (over allowed limit of 0 bytes)". Anyways, those are the steps that I went through before this happened.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356141 is a reply to message #356115] Mon, 10 December 2018 17:39 Go to previous messageGo to next message
freshxx

 
Messages:6
Registered:December 2018
i do still have strategic view menu bug:

message log overwriting the backpack inv menu in 8548 in 1024x600

https://imgur.com/a/IRMRSea

[Updated on: Mon, 10 December 2018 17:43]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356180 is a reply to message #341931] Fri, 14 December 2018 16:17 Go to previous messageGo to next message
Penta

 
Messages:64
Registered:May 2008
8633 exe, 2449 gamedir.

"Drill Militia" assignment does nothing apparently, and cannot be switched out of. I have a save game attached. Yes, I modded some files to amp up the mercs and IMPs, but that shouldn't have an impact.

Edit: Can't post files yet, sadly. Do have a save file though.

[Updated on: Fri, 14 December 2018 16:18]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356222 is a reply to message #356180] Sun, 23 December 2018 01:04 Go to previous messageGo to next message
Penta

 
Messages:64
Registered:May 2008
Another bug, same basic idea as the one I last posted about, except now the "Doctor Militia" assignment produces the same result.

Again, I have a savefile which the bugs can be tested with, so far the only workaround I have is to reload to before I did the assignments.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356321 is a reply to message #356222] Wed, 02 January 2019 13:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
Oh, just noticed: Someone please take a look at the UB configuration, something in late August broke the builds again.



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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356323 is a reply to message #356321] Wed, 02 January 2019 15:22 Go to previous messageGo to next message
silversurfer

 
Messages:2508
Registered:May 2009
Fixed in r8647.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356482 is a reply to message #356323] Sat, 19 January 2019 03:36 Go to previous messageGo to next message
Brms08
Messages:4
Registered:June 2008
Never mind.

[Updated on: Mon, 28 January 2019 21:02]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356592 is a reply to message #356482] Tue, 29 January 2019 07:38 Go to previous messageGo to next message
ZedJA2

 
Messages:162
Registered:January 2018
@ Penta

For the Drill Militia Assignment, I think you have to have certain things in the JA2options.ini on. There should be something describing it somewhere in Flugente's Magicka Workshop. I think you have to be able to recruit civilians, which defaults to NO, and then somehow use Drill Militia from there. It is part of the various Strategic Resources used and is optional. If you already know all that, then I don't know what it is, as I have not tried it. I believe you would have to also have the City Population having a good opinion of you, not sure the min needed, and also enough Leadership to Drill Militia.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356595 is a reply to message #356592] Tue, 29 January 2019 15:12 Go to previous messageGo to next message
Penta

 
Messages:64
Registered:May 2008
ZedJA2 wrote on Tue, 29 January 2019 00:38
@ Penta

For the Drill Militia Assignment, I think you have to have certain things in the JA2options.ini on. There should be something describing it somewhere in Flugente's Magicka Workshop. I think you have to be able to recruit civilians, which defaults to NO, and then somehow use Drill Militia from there. It is part of the various Strategic Resources used and is optional. If you already know all that, then I don't know what it is, as I have not tried it. I believe you would have to also have the City Population having a good opinion of you, not sure the min needed, and also enough Leadership to Drill Militia.


The Options INI is gigantic enough that I would be very grateful if someone could help point me to which options Zed speaks of re recruiting civilians. I am lost.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356603 is a reply to message #356595] Thu, 31 January 2019 21:51 Go to previous messageGo to next message
ZedJA2

 
Messages:162
Registered:January 2018
@ Penta

Hi, I will look better a bit later tonight as I have some chores to do. But, this will help a bit.

First, you can use your shortcut to go find the root directory to JA2. Then go into the Data - 1.13 directory. Then find JA2options.ini .

Ok, now open with Notepad JA2options.ini , choose Find from the Edit tab in Notepad, Search for "Arulco Special Edition". This is much of what I'm talking about. Lots of what is in the INI from here on down are optional settings and probably relate in part to your choice. There is lots of info in here, deeply explained as well.

ADS means Arulco Special Division, and it defaults to OFF. If it is on, then the player can also turn on the counter methods the player has to fight against it. ASD is basically a detailed resources system that the AI can use to buy or create certain assets to use in the war against the player. Instead of these being abstracted or not used at all, they can now claim, create, use resources under certain conditions. Early on, you see examples of Helicopters, Jeeps, and Fuel. Each of these options will also have an addition on/off toggle as well in the INI, usually. There is stuff about SAMs and MANPADS as well, which are Portable SAMs on soldiers.

-----

Ok, now let me look a bit more to find the Player's Counter Strategic Abilities which that brings up.

Search for "Militia Volunteer Pool Settings" . It comes after the Raids stuff a bit lower than the above stuff I referenced. Here it is going to talk about how to get a Volunteer Pool from Civilians, the rules for such and so on. I believe this will be a required part of Drill Militia.

OTHERWISE DRILL MILITIA is not active and not part of the usual campaign, as you are presumed to be able to convert Militia from populace automatically. (I personally play with all this Volunteer Pool and ASD stuff off for now, I don't consider worth the detail and make-work, but it would balance resources, victories and retreats to have more importance, as the enemy can gain from lost resources of dead militia etc -- kind of like if Drop All is on, and whomever wins get the goods as resources).

(There are other sections somewhere else in the INI that the player can use. For example, there is a way to convert inventory that you otherwise would scrap into bullets or points for other weapons. In this way you are limited to some degree with your resources or can create more stuff. What section it is in, you'd probably have to skim through. This is where looking thru Flugente's Magicka Worshop thread is invaluable to give you hints to the name. Remember, in each of Flugente's M Workshop posts, all the info you mostly need is summarized in the original top post. Only minor details usually repeated in later posts, except for bugs.)

-----

The JA2options.ini is way, way too big. To read it all takes multiple hours to understand and so on. I feel your pain. It literally takes me 2 days plus to actually set up a new campaign if I read it very carefully from scratch. But there is tons of crap in there that is useful too.

[ They need to put all the possible options at the top in one section, reference each with a TAGLINE such as {ASD Help Here} which you would then do a FIND with and get the detailed help info already there in the file by FINDing ]

By the way, the best way to look around if not wanting to read the whole things, is just do a FIND for something and see if you find something, like with Raid etc. Raids are the additional sort of bandit, zombie, and blood cat attacks you can have.

By the way, I turned off Zombies in the in-game Preferences section before I started a New Campaign, and that stopped so far, for this campaign, any of the problems with having invisible Hostile Sectors that otherwise always plague me. I hope the extra Blood Cat Raids and Bandit Raids will still occur, but it would cancel out any Zombie Raids for certain. Raids have NOTHING TO DO with the Arulco Special Division.

-----

Sorry all I have time for at moment, it should get you up to speed if you use those two searches in the INI. Best wishes.

[Updated on: Thu, 31 January 2019 22:00]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356604 is a reply to message #356603] Thu, 31 January 2019 23:38 Go to previous messageGo to next message
Penta

 
Messages:64
Registered:May 2008
Thanks!
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #356931 is a reply to message #356604] Sun, 10 March 2019 01:59 Go to previous message
Wien1938
Messages:2
Registered:May 2017
Location: UK
Forgive me if I'm being daft but, under Strategic Event Settings, I've got Drassen counterattack set to True and Aggressive Strategic AI set to "2". When I captured Drassen, the counterattack forces arrived within a day but then did not attack the Mine sector and switched straight away into into patrolling around the countryside sectors around the town. When I captured Chitzena, the counterattack came in as normal - attacking with overwhelming forces from three sides.
Have I set something wrong?
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